[SPELLS] The wishes of an Invoker/Evoker

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Nedylene
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[SPELLS] The wishes of an Invoker/Evoker

Post by Nedylene » Tue Mar 20, 2007 11:54 pm

I love my Evoker but since the overhall in spells I am finding that the majority of the good offensive spells are from the conjuration school which we are banned from having any access too. As a compromise I would like to suggest some of these spells to be coded for us invokers so we have more at our fingertips to play with and enjoy. Would love to hear other's opinions and suggestions!

Ray of Frost (There is also Ray of Flame and Ray of Ice. Ice is level 2)
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Darkness
Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
By way of FK code, it makes a light room dark

Daylight
Evocation [Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
By FK coding makes a dark room light

Scorching Ray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Tavik
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Post by Tavik » Wed Mar 21, 2007 1:17 am

I think this is a common misconception about invokers. They are NOT centered around offensive spells. Invokers deal with the manipulation of energy. The fact that manipulating energy can be easily used to deal damage leads to the multitude of offensive spells that invokers get which I believe if the reason for this common mindset. Invokers already have a pretty good list of offensive spells and that list got larger with the overhaul. What I did like was that it also added a lot of NON-offensive evocation spells that reflected the classes center of energy manipulation. I guess my question is that if we are going to add more offensive power to a guild that isn't truly centered around offense, why shouldn't we add more power to all the other guilds? The same argument could be made about abjurers and transmuters in that transmuters get a few high level protective spells that abjurers don't get access to. Does that make sense? If you look at what the spells do and how they work, then yes.

Don't take this as an attack on your idea, Nedylene. I'm always in favor of adding new spells, and would be happy to provide any help/work in accomplishing that. What I don't favor is adding spells to a single guild to make it more offensive. I think things are pretty balanced where they are at now. And give a better feel for what each guild actually specializes in. If we're going to add more spells, I would push for adding more spells to all the guilds.
Tragedy is when I cut my finger. Comedy is when you walk into an open sewer and die. ~Mel Brooks
Nedylene
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Post by Nedylene » Wed Mar 21, 2007 1:20 am

Two of those spells had nothing offensive about them and are mearly cosmetic =)
Lerytha
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Post by Lerytha » Wed Mar 21, 2007 1:35 pm

Tavik, I do take your point. However, invokers are the battlemage guild. They are the guild that back up armies, they are the guild that blast apart enemy fortresses in lieu of catapults. They are the wizards who are favoured amongst adventurers in battle. Yes, evocation as a spell sphere has many depths, as do invokers, but the invoker guild is one that has always been centred around battle. :) But yay for Nedylene for proposing "cosmetic" spells as well, because they are wonderful for RP.
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